Also adds a few things to GPUShader for easily create shaders. Heavy usage of macros to compose the createInfo and avoid duplications and copy paste bugs. This makes the link between the shader request functions (in workbench_shader.cc) and the actual createInfo a bit obscure since the names are composed and not searchable. Reviewed By: jbakker Differential Revision: https://developer.blender.org/D13910
369 lines
14 KiB
C
369 lines
14 KiB
C
/*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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* Copyright 2018, Blender Foundation.
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*/
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/** \file
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* \ingroup draw_engine
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*/
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#include "workbench_private.h"
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#include "DNA_fluid_types.h"
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#include "DNA_modifier_types.h"
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#include "DNA_object_force_types.h"
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#include "DNA_volume_types.h"
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#include "BLI_dynstr.h"
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#include "BLI_listbase.h"
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#include "BLI_rand.h"
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#include "BLI_string_utils.h"
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#include "BKE_fluid.h"
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#include "BKE_global.h"
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#include "BKE_object.h"
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#include "BKE_volume.h"
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#include "BKE_volume_render.h"
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void workbench_volume_engine_init(WORKBENCH_Data *vedata)
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{
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WORKBENCH_TextureList *txl = vedata->txl;
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if (txl->dummy_volume_tx == NULL) {
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const float zero[4] = {0.0f, 0.0f, 0.0f, 0.0f};
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const float one[4] = {1.0f, 1.0f, 1.0f, 1.0f};
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txl->dummy_volume_tx = GPU_texture_create_3d(
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"dummy_volume", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, zero);
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txl->dummy_shadow_tx = GPU_texture_create_3d(
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"dummy_shadow", 1, 1, 1, 1, GPU_RGBA8, GPU_DATA_FLOAT, one);
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txl->dummy_coba_tx = GPU_texture_create_1d("dummy_coba", 1, 1, GPU_RGBA8, zero);
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}
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}
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void workbench_volume_cache_init(WORKBENCH_Data *vedata)
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{
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vedata->psl->volume_ps = DRW_pass_create(
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"Volumes", DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA_PREMUL | DRW_STATE_CULL_FRONT);
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vedata->stl->wpd->volumes_do = false;
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}
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static void workbench_volume_modifier_cache_populate(WORKBENCH_Data *vedata,
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Object *ob,
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ModifierData *md)
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{
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FluidModifierData *fmd = (FluidModifierData *)md;
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FluidDomainSettings *fds = fmd->domain;
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WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
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WORKBENCH_TextureList *txl = vedata->txl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRWShadingGroup *grp = NULL;
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if (!fds->fluid) {
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return;
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}
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wpd->volumes_do = true;
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if (fds->use_coba) {
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DRW_smoke_ensure_coba_field(fmd);
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}
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else if (fds->type == FLUID_DOMAIN_TYPE_GAS) {
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DRW_smoke_ensure(fmd, fds->flags & FLUID_DOMAIN_USE_NOISE);
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}
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else {
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return;
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}
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if ((!fds->use_coba && (fds->tex_density == NULL && fds->tex_color == NULL)) ||
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(fds->use_coba && fds->tex_field == NULL)) {
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return;
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}
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const bool use_slice = (fds->axis_slice_method == AXIS_SLICE_SINGLE);
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const bool show_phi = ELEM(fds->coba_field,
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FLUID_DOMAIN_FIELD_PHI,
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FLUID_DOMAIN_FIELD_PHI_IN,
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FLUID_DOMAIN_FIELD_PHI_OUT,
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FLUID_DOMAIN_FIELD_PHI_OBSTACLE);
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const bool show_flags = (fds->coba_field == FLUID_DOMAIN_FIELD_FLAGS);
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const bool show_pressure = (fds->coba_field == FLUID_DOMAIN_FIELD_PRESSURE);
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eWORKBENCH_VolumeInterpType interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
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switch ((FLUID_DisplayInterpolationMethod)fds->interp_method) {
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case FLUID_DISPLAY_INTERP_LINEAR:
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interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
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break;
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case FLUID_DISPLAY_INTERP_CUBIC:
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interp_type = WORKBENCH_VOLUME_INTERP_CUBIC;
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break;
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case FLUID_DISPLAY_INTERP_CLOSEST:
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interp_type = WORKBENCH_VOLUME_INTERP_CLOSEST;
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break;
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}
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GPUShader *sh = workbench_shader_volume_get(use_slice, fds->use_coba, interp_type, true);
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if (use_slice) {
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float invviewmat[4][4];
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DRW_view_viewmat_get(NULL, invviewmat, true);
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const int axis = (fds->slice_axis == SLICE_AXIS_AUTO) ?
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axis_dominant_v3_single(invviewmat[2]) :
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fds->slice_axis - 1;
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float dim[3];
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BKE_object_dimensions_get(ob, dim);
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/* 0.05f to achieve somewhat the same opacity as the full view. */
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float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
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grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
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DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
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DRW_shgroup_uniform_float_copy(grp, "slicePosition", fds->slice_depth);
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DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
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DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
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DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT);
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}
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else {
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double noise_ofs;
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BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs);
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float dim[3], step_length, max_slice;
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float slice_ct[3] = {fds->res[0], fds->res[1], fds->res[2]};
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mul_v3_fl(slice_ct, max_ff(0.001f, fds->slice_per_voxel));
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max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]);
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BKE_object_dimensions_get(ob, dim);
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invert_v3(slice_ct);
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mul_v3_v3(dim, slice_ct);
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step_length = len_v3(dim);
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grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
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DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
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DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice);
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DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
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DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs);
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DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT);
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}
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if (fds->use_coba) {
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if (show_flags) {
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DRW_shgroup_uniform_texture(grp, "flagTexture", fds->tex_field);
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}
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else {
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DRW_shgroup_uniform_texture(grp, "densityTexture", fds->tex_field);
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}
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if (!show_phi && !show_flags && !show_pressure) {
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DRW_shgroup_uniform_texture(grp, "transferTexture", fds->tex_coba);
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}
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DRW_shgroup_uniform_float_copy(grp, "gridScale", fds->grid_scale);
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DRW_shgroup_uniform_bool_copy(grp, "showPhi", show_phi);
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DRW_shgroup_uniform_bool_copy(grp, "showFlags", show_flags);
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DRW_shgroup_uniform_bool_copy(grp, "showPressure", show_pressure);
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}
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else {
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static float white[3] = {1.0f, 1.0f, 1.0f};
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bool use_constant_color = ((fds->active_fields & FLUID_DOMAIN_ACTIVE_COLORS) == 0 &&
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(fds->active_fields & FLUID_DOMAIN_ACTIVE_COLOR_SET) != 0);
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DRW_shgroup_uniform_texture(
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grp, "densityTexture", (fds->tex_color) ? fds->tex_color : fds->tex_density);
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DRW_shgroup_uniform_texture(grp, "shadowTexture", fds->tex_shadow);
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DRW_shgroup_uniform_texture(
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grp, "flameTexture", (fds->tex_flame) ? fds->tex_flame : txl->dummy_volume_tx);
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DRW_shgroup_uniform_texture(
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grp, "flameColorTexture", (fds->tex_flame) ? fds->tex_flame_coba : txl->dummy_coba_tx);
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DRW_shgroup_uniform_vec3(
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grp, "activeColor", (use_constant_color) ? fds->active_color : white, 1);
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}
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_float_copy(grp, "densityScale", 10.0f * fds->display_thickness);
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if (use_slice) {
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DRW_shgroup_call(grp, DRW_cache_quad_get(), ob);
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}
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else {
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DRW_shgroup_call(grp, DRW_cache_cube_get(), ob);
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}
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BLI_addtail(&wpd->smoke_domains, BLI_genericNodeN(fmd));
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}
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static void workbench_volume_material_color(WORKBENCH_PrivateData *wpd,
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Object *ob,
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eV3DShadingColorType color_type,
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float color[3])
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{
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Material *ma = BKE_object_material_get_eval(ob, VOLUME_MATERIAL_NR);
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WORKBENCH_UBO_Material ubo_data;
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workbench_material_ubo_data(wpd, ob, ma, &ubo_data, color_type);
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copy_v3_v3(color, ubo_data.base_color);
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}
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static void workbench_volume_object_cache_populate(WORKBENCH_Data *vedata,
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Object *ob,
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eV3DShadingColorType color_type)
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{
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/* Create 3D textures. */
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Volume *volume = ob->data;
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BKE_volume_load(volume, G.main);
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const VolumeGrid *volume_grid = BKE_volume_grid_active_get_for_read(volume);
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if (volume_grid == NULL) {
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return;
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}
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DRWVolumeGrid *grid = DRW_volume_batch_cache_get_grid(volume, volume_grid);
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if (grid == NULL) {
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return;
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}
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WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
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WORKBENCH_TextureList *txl = vedata->txl;
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DefaultTextureList *dtxl = DRW_viewport_texture_list_get();
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DRWShadingGroup *grp = NULL;
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wpd->volumes_do = true;
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const bool use_slice = (volume->display.axis_slice_method == AXIS_SLICE_SINGLE);
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eWORKBENCH_VolumeInterpType interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
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switch ((VolumeDisplayInterpMethod)volume->display.interpolation_method) {
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case VOLUME_DISPLAY_INTERP_LINEAR:
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interp_type = WORKBENCH_VOLUME_INTERP_LINEAR;
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break;
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case VOLUME_DISPLAY_INTERP_CUBIC:
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interp_type = WORKBENCH_VOLUME_INTERP_CUBIC;
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break;
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case VOLUME_DISPLAY_INTERP_CLOSEST:
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interp_type = WORKBENCH_VOLUME_INTERP_CLOSEST;
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break;
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}
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/* Create shader. */
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GPUShader *sh = workbench_shader_volume_get(use_slice, false, interp_type, false);
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/* Compute color. */
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float color[3];
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workbench_volume_material_color(wpd, ob, color_type, color);
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/* Combined texture to object, and object to world transform. */
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float texture_to_world[4][4];
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mul_m4_m4m4(texture_to_world, ob->obmat, grid->texture_to_object);
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if (use_slice) {
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float invviewmat[4][4];
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DRW_view_viewmat_get(NULL, invviewmat, true);
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const int axis = (volume->display.slice_axis == SLICE_AXIS_AUTO) ?
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axis_dominant_v3_single(invviewmat[2]) :
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volume->display.slice_axis - 1;
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float dim[3];
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BKE_object_dimensions_get(ob, dim);
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/* 0.05f to achieve somewhat the same opacity as the full view. */
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float step_length = max_ff(1e-16f, dim[axis] * 0.05f);
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const float slice_position = volume->display.slice_depth;
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grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
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DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
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DRW_shgroup_uniform_float_copy(grp, "slicePosition", slice_position);
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DRW_shgroup_uniform_int_copy(grp, "sliceAxis", axis);
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DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
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DRW_shgroup_state_disable(grp, DRW_STATE_CULL_FRONT);
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}
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else {
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/* Compute world space dimensions for step size. */
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float world_size[3];
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mat4_to_size(world_size, texture_to_world);
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abs_v3(world_size);
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/* Compute step parameters. */
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double noise_ofs;
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BLI_halton_1d(3, 0.0, wpd->taa_sample, &noise_ofs);
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float step_length, max_slice;
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int resolution[3];
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GPU_texture_get_mipmap_size(grid->texture, 0, resolution);
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float slice_ct[3] = {resolution[0], resolution[1], resolution[2]};
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mul_v3_fl(slice_ct, max_ff(0.001f, 5.0f));
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max_slice = max_fff(slice_ct[0], slice_ct[1], slice_ct[2]);
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invert_v3(slice_ct);
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mul_v3_v3(slice_ct, world_size);
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step_length = len_v3(slice_ct);
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/* Set uniforms. */
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grp = DRW_shgroup_create(sh, vedata->psl->volume_ps);
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DRW_shgroup_uniform_block(grp, "world_data", wpd->world_ubo);
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DRW_shgroup_uniform_int_copy(grp, "samplesLen", max_slice);
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DRW_shgroup_uniform_float_copy(grp, "stepLength", step_length);
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DRW_shgroup_uniform_float_copy(grp, "noiseOfs", noise_ofs);
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DRW_shgroup_state_enable(grp, DRW_STATE_CULL_FRONT);
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}
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/* Compute density scale. */
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const float density_scale = volume->display.density *
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BKE_volume_density_scale(volume, ob->obmat);
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DRW_shgroup_uniform_texture(grp, "densityTexture", grid->texture);
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/* TODO: implement shadow texture, see manta_smoke_calc_transparency. */
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DRW_shgroup_uniform_texture(grp, "shadowTexture", txl->dummy_shadow_tx);
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DRW_shgroup_uniform_vec3_copy(grp, "activeColor", color);
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DRW_shgroup_uniform_texture_ref(grp, "depthBuffer", &dtxl->depth);
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DRW_shgroup_uniform_float_copy(grp, "densityScale", density_scale);
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DRW_shgroup_uniform_mat4(grp, "volumeObjectToTexture", grid->object_to_texture);
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DRW_shgroup_uniform_mat4(grp, "volumeTextureToObject", grid->texture_to_object);
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DRW_shgroup_call(grp, DRW_cache_cube_get(), ob);
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}
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void workbench_volume_cache_populate(WORKBENCH_Data *vedata,
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Scene *UNUSED(scene),
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Object *ob,
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ModifierData *md,
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eV3DShadingColorType color_type)
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{
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if (md == NULL) {
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workbench_volume_object_cache_populate(vedata, ob, color_type);
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}
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else {
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workbench_volume_modifier_cache_populate(vedata, ob, md);
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}
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}
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void workbench_volume_draw_pass(WORKBENCH_Data *vedata)
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{
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WORKBENCH_PassList *psl = vedata->psl;
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WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
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DefaultFramebufferList *dfbl = DRW_viewport_framebuffer_list_get();
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if (wpd->volumes_do) {
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GPU_framebuffer_bind(dfbl->color_only_fb);
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DRW_draw_pass(psl->volume_ps);
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}
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}
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void workbench_volume_draw_finish(WORKBENCH_Data *vedata)
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{
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WORKBENCH_PrivateData *wpd = vedata->stl->wpd;
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/* Free Smoke Textures after rendering */
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/* XXX This is a waste of processing and GPU bandwidth if nothing
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* is updated. But the problem is since Textures are stored in the
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* modifier we don't want them to take precious VRAM if the
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* modifier is not used for display. We should share them for
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* all viewport in a redraw at least. */
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LISTBASE_FOREACH (LinkData *, link, &wpd->smoke_domains) {
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FluidModifierData *fmd = (FluidModifierData *)link->data;
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DRW_smoke_free(fmd);
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}
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BLI_freelistN(&wpd->smoke_domains);
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}
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